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General Tabletop Discussion
*TTRPGs General
Which variant rules do you use, and why?
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<blockquote data-quote="Greg K" data-source="post: 2594566" data-attributes="member: 5038"><p>Let See:</p><p></p><p>Unearthed Arcana</p><p>1. Variant Classes</p><p>2. Favored Environment for Barbarian Hunter variant and Ranger</p><p>3. Action Points</p><p>4. Weapon Groups</p><p></p><p>Green Ronin Products</p><p>1. Psychic's Handbook</p><p>2. Shaman's Handbook</p><p>3. Witch's Handbook</p><p></p><p>Oriental Adventures</p><p>1. Shaman</p><p></p><p>Complete Warrior</p><p>1. The Swashbuckler allowed</p><p>2. Weapons and Armor found in 1e PHB and 2e books are allowed</p><p></p><p>Sean Reynolds website</p><p>1. Fewer Absolutes: Racial and Class Immunities give +10 bonus to save rather than total immunity</p><p>2. Poison Variants</p><p></p><p></p><p>Some Other House Rules:</p><p>1. DM can make other additions and changes to rules between sessions.</p><p>2. Setting Changes take precedent over RAW</p><p>3. No material from the BOED or XPH are allowed. All other classes, items, spells, feats etc. from any non-core book must be approved individually.</p><p>4.. Clerics domains are determined by the deity worshipped. Players do not assemble domains themselves</p><p>5. Druids. The PHB Druid does not exist. They are variant a of Cloistered Cleric that uses Druid Spell List otherwise use the Shaman from the Shaman's Handbook</p><p>6. Fighter variants. Additional variants similar to Thug, but different themes (ex-Hunter, Mariner, etc.)</p><p>7. Paladins: do not exist. Use the champion of good cleric variant from UA.</p><p>8. Sorcerers: Intimidate and Use Magical Device are class Skill.s</p><p>9. Wizards get Decipher Script as Class Skill</p><p>10. Characters cannot buy magic items, just because they have enough money.</p><p>11. Weapons such as Orgrosh and Gnome Hooked hammer don't exist</p><p>12. Oriental Weapons do not exist in current game world.</p><p>13. Some Spells have changed schools</p><p>14. Gnomes may choose Bard or illusionist as a favored class</p><p>15. New feats and skills</p><p></p><p>Edit: Additional Changes considering or Working on</p><p>16. Class based Defense designed to work with Armor</p><p>17. Armor as Dr (provided I institue #16)</p><p>18. Wound Point Vitality: dependent on instituting #16 and changing some damaging spells</p></blockquote><p></p>
[QUOTE="Greg K, post: 2594566, member: 5038"] Let See: Unearthed Arcana 1. Variant Classes 2. Favored Environment for Barbarian Hunter variant and Ranger 3. Action Points 4. Weapon Groups Green Ronin Products 1. Psychic's Handbook 2. Shaman's Handbook 3. Witch's Handbook Oriental Adventures 1. Shaman Complete Warrior 1. The Swashbuckler allowed 2. Weapons and Armor found in 1e PHB and 2e books are allowed Sean Reynolds website 1. Fewer Absolutes: Racial and Class Immunities give +10 bonus to save rather than total immunity 2. Poison Variants Some Other House Rules: 1. DM can make other additions and changes to rules between sessions. 2. Setting Changes take precedent over RAW 3. No material from the BOED or XPH are allowed. All other classes, items, spells, feats etc. from any non-core book must be approved individually. 4.. Clerics domains are determined by the deity worshipped. Players do not assemble domains themselves 5. Druids. The PHB Druid does not exist. They are variant a of Cloistered Cleric that uses Druid Spell List otherwise use the Shaman from the Shaman's Handbook 6. Fighter variants. Additional variants similar to Thug, but different themes (ex-Hunter, Mariner, etc.) 7. Paladins: do not exist. Use the champion of good cleric variant from UA. 8. Sorcerers: Intimidate and Use Magical Device are class Skill.s 9. Wizards get Decipher Script as Class Skill 10. Characters cannot buy magic items, just because they have enough money. 11. Weapons such as Orgrosh and Gnome Hooked hammer don't exist 12. Oriental Weapons do not exist in current game world. 13. Some Spells have changed schools 14. Gnomes may choose Bard or illusionist as a favored class 15. New feats and skills Edit: Additional Changes considering or Working on 16. Class based Defense designed to work with Armor 17. Armor as Dr (provided I institue #16) 18. Wound Point Vitality: dependent on instituting #16 and changing some damaging spells [/QUOTE]
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Which variant rules do you use, and why?
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